using UnityEngine;
using System;
using System.Diagnostics;
using System.Reflection;

public class State : ScriptableObject
{
    protected StateManager manager;

    public void SetManager(StateManager m)
    {
        manager = m;
    }

    public virtual void Init()
    {

    }

    public virtual void InputHandler()
    {

    }

    public virtual void OnEnterState(State LastState)
    {

    }

    public virtual void OnExitState()
    {

    }

    public virtual void Action()
    {

    }
}
